Ray-caster: store sphere data in arrays

This is a first step toward general depth sorting.
This commit is contained in:
Aaron Fenyes 2024-08-25 00:00:28 -07:00
parent b9587872d3
commit 8798683d25

View File

@ -121,29 +121,31 @@ vec2 sphere_cast(vecInv v, vec3 dir) {
} }
void main() { void main() {
const int sphere_cnt = 2;
vec2 scr = (2.*gl_FragCoord.xy - resolution) / shortdim; vec2 scr = (2.*gl_FragCoord.xy - resolution) / shortdim;
vec3 dir = vec3(focal_slope * scr, -1.); vec3 dir = vec3(focal_slope * scr, -1.);
// initialize two spheres // initialize two spheres
vecInv v [2]; vecInv sphere_list [sphere_cnt];
v[0] = sphere(vec3(0.5, 0.5, -5. + ctrl.x), radius.x); sphere_list[0] = sphere(vec3(0.5, 0.5, -5. + ctrl.x), radius.x);
v[1] = sphere(vec3(-0.5, -0.5, -5. + ctrl.y), radius.y); sphere_list[1] = sphere(vec3(-0.5, -0.5, -5. + ctrl.y), radius.y);
vec3 color0 = vec3(1., 0.214, 0.); vec3 color_list [sphere_cnt];
vec3 color1 = vec3(0., 0.214, 1.); color_list[0] = vec3(1., 0.214, 0.);
color_list[1] = vec3(0., 0.214, 1.);
// cast rays through the spheres // cast rays through the spheres
vec2 u0 = sphere_cast(v[0], dir); vec2 depth_pairs [sphere_cnt];
vec2 u1 = sphere_cast(v[1], dir); taggedFrag frags [2*sphere_cnt];
for (int i = 0; i < sphere_cnt; i++) {
vec2 hit_depths = sphere_cast(sphere_list[i], dir);
frags[2*i] = sphere_shading(sphere_list[i], hit_depths[0] * dir, color_list[i], i);
frags[2*i+1] = sphere_shading(sphere_list[i], hit_depths[1] * dir, color_list[i], i);
}
// shade and depth-sort the impact points // shade and depth-sort the impact points
taggedFrag front_hits[2] = sort( taggedFrag front_hits[2] = sort(frags[0], frags[2]);
sphere_shading(v[0], u0[0] * dir, color0, 0), taggedFrag back_hits[2] = sort(frags[1], frags[3]);
sphere_shading(v[1], u1[0] * dir, color1, 1)
);
taggedFrag back_hits[2] = sort(
sphere_shading(v[0], u0[1] * dir, color0, 0),
sphere_shading(v[1], u1[1] * dir, color1, 1)
);
taggedFrag middle_frags[2] = sort(front_hits[1], back_hits[0]); taggedFrag middle_frags[2] = sort(front_hits[1], back_hits[0]);
// finish depth sorting // finish depth sorting
@ -170,7 +172,7 @@ void main() {
// cusps // cusps
float cusp_cos = abs(dot(dir, frag0.normal)); float cusp_cos = abs(dot(dir, frag0.normal));
float cusp_threshold = 2.*sqrt(ixn_threshold * v[frag0.id].lt.s); float cusp_threshold = 2.*sqrt(ixn_threshold * sphere_list[frag0.id].lt.s);
float cusp_highlight = highlight * (1. - smoothstep(2./3.*cusp_threshold, 1.5*cusp_threshold, cusp_cos)); float cusp_highlight = highlight * (1. - smoothstep(2./3.*cusp_threshold, 1.5*cusp_threshold, cusp_cos));
frags_by_depth[i].color = mix(frags_by_depth[i].color, vec4(1.), cusp_highlight); frags_by_depth[i].color = mix(frags_by_depth[i].color, vec4(1.), cusp_highlight);
} }